Combat API
This page is generated from a recorded Java binding inventory. Supported means an official script uses the member; it does not mean the member has passed focused and live acceptance testing.
| Member | Stability | Verification | AI-runnable | Official use | Purpose |
|---|---|---|---|---|---|
attack | Supported | bound | No | Yes | Single attack |
blacklist | Experimental | bound | No | No | Ignore entity for duration |
can_attack | Supported | bound | No | Yes | Check if attack cooldown is ready |
clear_camera_lock | Supported | bound | No | Yes | Release camera lock |
distance_to | Experimental | bound | No | No | Euclidean distance to entity |
engage | Supported | bound | No | Yes | Single-target combat (Lua provides entity) |
find_boss | Experimental | bound | No | No | Find Boss |
find_target | Experimental | bound | No | No | Find Target |
get_targets | Experimental | bound | No | No | Get entities within distance |
has_los | Experimental | bound | No | No | Check LOS to entity (lenient, any ray) |
has_los_strict | Experimental | bound | No | No | Strict LOS (3+ rays must pass) |
has_target | Experimental | bound | No | No | Check if we have a valid target |
hunt | Experimental | bound | No | No | Hunt mode |
in_range | Supported | bound | No | Yes | Check if entity is in attack range |
is_active | Experimental | bound | No | No | Check if combat is running |
is_alive | Experimental | bound | No | No | Check if entity exists and has health > 0 |
is_async_active | Experimental | bound | No | No | Check if async combat is running |
is_blacklisted | Experimental | bound | No | No | Check if entity is blacklisted |
is_pursuing | Experimental | bound | No | No | Check if pursuing |
is_valid | Experimental | bound | No | No | Check if entity is still valid |
pursue | Supported | bound | No | Yes | Start non-blocking pursuit |
pursue_stop | Supported | bound | No | Yes | Stop pursuit |
pursuit_distance | Experimental | bound | No | No | Get distance to target |
pursuit_tick | Supported | bound | No | Yes | Update pursuit (call every frame) |
set_behavior | Supported | bound | No | Yes | Set movement behavior |
set_camera_lock | Supported | bound | No | Yes | Lock camera on target |
set_kite_range | Experimental | bound | No | No | Configure kiting distances |
set_target | Experimental | bound | No | No | Set current target for async combat Entity table should have: {x, y, z, type, name, id} from get_nearby_entities |
start | Supported | bound | No | Yes | Start |
start_async | Experimental | bound | No | No | call tick() every frame |
stop | Supported | bound | No | Yes | Stop combat |
stop_async | Experimental | bound | No | No | Stop async combat and release camera |
swing | Supported | bound | No | Yes | Swing weapon (single attack) |